OneCrudeDude wrote:
I think the GBC could do 50 or so colors at a given time?
Sik wrote:
As for palettes, if I recall correctly the GBC has more palettes than the NES does, so that's a downside too. I don't recall any palette raster effects (i.e. all palette tricks would be screen-wide), but it does rewrite tiles on the fly (e.g. brick parallax in some underground levels), so that has to be taken into account too. Also the palette in the background plane can be set per-tile, right?
The GBC has a total of 16 available palettes, 8 for the BG, and 8 for OBJs (sprites). The maximum amount of colors you can display on screen (reasonably at least) was 56 - 4 colors each for the BG, 3 colors each for OBJs - but writing to palette data during HBlanks could technically allow you to display more than 56. Every tile in the BG has an attribute that allows you to choose which of the 8 palettes the tile will use, so yes, they're set per-tile, unlike the DMG.
An NES mockup of Shantae would be challenging to say the least, mostly because of color-reduction as pointed out above. It's probably worth mentioning that this game was praised for its vibrant and detailed art and animation, even as the GBA was gaining traction.
@Macbee - That's some great work

I haven't played Sonic 1 for the SMS in a long time, but you certainly made me do a double take.